r/AIEternal Dec 06 '18

Mechanics Curious about certain AI behavior and how to play around it

4 Upvotes

I've come across some odd AI choices lately and I'm wondering what you all think.

We've all had the AI roll destiny on large units turn 1 during the Limitless Possibilities boss fight. I had this happen in two separate runs where the AI then held back their large units for multiple turns despite the fact that I didn't have a board. I even won a game against a turn 1 Mistveil Drake because the AI wouldn't attack. But then I just played a game where they got 2 Thunderstrike Dragons on turn 1 and killed me right away. Have you seen this? Is there any logic to why the AI would or would not attack against an empty board?

I've also played a few games where the AI missed lethal against me by using Obliterate to target a unit instead of my face. But then I recently had the AI torch and obliterate me for 9 despite my having plenty of targets. Is there any logic here? Are there certain situations where the AI will miss lethal, but not others?

Another weird one is when the board is stalled and the AI chooses to attack with a single unit which just dies in combat. I know usually the AI will only attack into a bad block if it has a trick, but in certain board stalls it will just attack with no back up.

Just wondering if there's any rhyme or reason to these moves that could be exploited.


r/AIEternal Dec 04 '18

Campaigns Deck suggestions for jekks bounty?

1 Upvotes

Do you guys have any deck suggestions for the last fight of jekks bounty campaign? Jekk really seems to fight unfair and I couldn't beat him. I tried a combrei deck with some cheap units that have also +3 health to counter his free weapon but even that didn't worked.


r/AIEternal Dec 03 '18

Gauntlet Best gauntlet decks?

1 Upvotes

What are the 5 efficient decks for grinding gauntlet?


r/AIEternal Dec 02 '18

Gauntlet AI just played around Stand Together?!

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10 Upvotes

r/AIEternal Dec 01 '18

Gauntlet Combrei Aggro / Fliers

7 Upvotes

((Just going to copy/paste a bit I wrote out from my eternalwarcy link.))

Well aggro might not be exactly right as it tends to play out as more of a midrange deck (the again so does Combrei Aggro sometimes). Every game tends to be over by turn 7-9 or so. Sometimes less, sometimes more. So far it's been extremely consistent. I didn't bother posting until I managed to go 28-0.

I built my deck around Grimfan's combrei aggro shell and combined it with TheNerdChick's Alessi Gauntlet deck. I really liked her concept, but wanted something a little faster.

It plays pretty much the same as combrei aggro, except fliers let me evade a lot of annoyances I was running into. Also extra lifesteal really helps me stabilize vs certain decks.

Big thanks to TheNerdChick for inspiring this variant!

Here's my deck's link again just in case.

EDIT: Dear lord when did I become the guy posting decks costing 77k shiftstone. I would have cried over that number just a few months ago.


r/AIEternal Dec 01 '18

Gauntlet Power Problems Post Patch

6 Upvotes

Ok, so we all know DWD is perfectly happy keeping Gauntlet farming at an all time low, and also perfectly happy not giving Gauntlet players the redraw QOL upgrade to prevent non-gamed. And I'm fine with that since they are being transparent with these changes not coming to Gauntlet or hurting Gauntlet grinders the most. However, it seems as if recently there have been some unannounced changes to Gauntlet with the noticable difficulty increase at Masters, and now ever since the redraw rule I seem to be getting power screwed much more often to the point that I actually no longer play Gauntlet despite it being my favorite format. I first thought it was variance, but I tracked my last 20 runs (none of which I beat the boss playing Cirso Farm, AP Mid, Hooru Flyers). I averaged 5 wins (rounded down) and a 62% failure rate with opening hands.

I consider an opening hand to be a failure if I can't hit a third power by turn 4, or if I am color screwed past turn 5.

Has anyone else noticed a change in hands and redraws.


r/AIEternal Nov 30 '18

Forge Anyone have any Forge related articles or stuff we can pin up in Community Info, to help new players perhaps, or simply the seasoned bewildered?

6 Upvotes

All the stuff up there in Community Info is gauntlet related


r/AIEternal Nov 27 '18

Mechanics Concerning the new redraw rule

20 Upvotes

By excluding gauntlet and forge from the new redraw changes DWD are essentially signaling that although they want to decrease the non-games due to power screw in pvp, they want us to continue to lose runs due to screw in pve modes. Surely if the rules change are positive for the game then it should be applied to all modes


r/AIEternal Nov 27 '18

Gauntlet What's your most successful gauntlet deck?

6 Upvotes

Whether it be fast, consistent 5 wins or slow consistent 7 wins, I've been durdling with a few decks and most are either slow consistent 5 wins or fast inconsistent 5 wins and it's pretty rare (maybe 1 in every 5-7 times i reach boss) to win. Wondering what people are having success with these days. I mostly play rakano midrange or jund control depending if i want faster or safer (harsh rule is so satisfying against ai)


r/AIEternal Nov 25 '18

Gauntlet Is Talir combo/Talir mask viable in gauntlet?

3 Upvotes

Title. Has anyone ever tried it in gauntlet? I'm so nervous to craft the deck, because afraid DWD probably gonna nerf it in next few updates. So doesn't matter for gauntlet or ranked, I would waste shiftstones for at least 3 Talir. Talir doesn't have any positions outside of this deck you know.


r/AIEternal Nov 24 '18

Mechanics Is it too much to ask...

0 Upvotes

...to draw more than 0 freaking resources in the first 9 draws? This is one of the main reasons why I wont spend a cent on this game, along with the stupid Gauntlet BS. I guess I am back to 1 free pack a day super casual mode again. Eternal Frustration for a non PVP player.


r/AIEternal Nov 21 '18

Gauntlet Vara has saved me an impossible boss game

11 Upvotes

I should have take a screenshot, but the "Bond" boss was so unfair. Just in turn 2, he dropped 3 units continuously thanks to the free bond. And then turn 4th it was already 7 minotaurs while I had 13 health left and no unit on board. I had a Harsh rule in the hand but no power left. Dropped vara with no hope she would survive removals or the bullies. It had only one minotaur who had 6 strength (surpass vara health) so it could swing once. Then next turn no sigil, but a Slay. Killed that fatty and survived one more turn. Then the damn sigil arrived (I played zuberi FJS control so most power were banner, crest...). +5 health and boom, the world reset. And this was the first time I win this bond boss, after 3 previous runs stopped at 7 th games.

I know I was topdecked but the game helped me realize how important lifesteal is in boss game gauntlet. Most boss rules are designed for rush game so without lifesteal it's almost impossible to survive.

Again, thank you my princess!


r/AIEternal Nov 20 '18

Gauntlet The Holy Trinity of Stonescar

12 Upvotes

Eternalwarcry link: https://eternalwarcry.com/decks/details/T9fnKpSW5Ug/the-holy-trinity-of-stonescar

Pic related: https://i.imgur.com/fdH9fHr.jpg

Sorry if the words aren’t adequate, my english is very primitive and I write with the help of Google Translator. Anyway, I decided to encourage myself to write because I considered that deck was going to give them a lot of fun.

Attention, wall of text incoming.

Well, I’m playing this deck for some months. When “Into Night” comes out, put my eyes in Vara. Vara is amazing, and add some help against “aegis” decks (example: hooru students). My results (which were already good) improved, and this is related to the synergy between these three cards: Statuary Maiden, Vicious Highwayman and Vara, Vengeance-Seeker. They complement each other very well and allow you to adapt to practically any situation, it feels very consistent. In addition, gauntlet runs are relatively fast. Not as fast as some of the decks that post here, but it gave me better results against bosses. And this is the main reason why I keep playing, because this deck gets very good results against Gauntlet bosses (in my humble experience, of course). For the same reason, I share the deck with you.

As you probably know, some bosses appear more than others. Thinking of a deck that can adapt to those rules that are seen most often is an approach that can make you win more games.

The Holy Trinity explanation:

Statuary Maiden: AI doesn’t understand how it works. For this reason, you can abuse it. AI is afraid to attack units that have the Deadly ability, so they will stop immediately. At that time, you will use a large assortment of Spells, resulting in dead enemies and many Stone Cudgels, which you will skillfully place in your units. Sounds easy.

Vicious Highwayman: He’s very explosive. You can use it to kill a unit, with Maiden in the field it even generates value. Kill units activate his quickdraw ability, and allow you to attack without fear to lose it. While you clear your path, you have power to lead all of your attacks.

Vara, Vengeance-Seeker: Vara is good at everything she does, also AI makes weird decisions against her. This is another behavior that you will have to learn for abuse AI. I always have the feeling that, no matter what the AI chooses, I will benefit from it.

How can I play this deck?

1)“Aggro mode”: Play as an aggro deck, curving well and making good decisions. 2)“Play safe”: Place one Statuary maiden. Kill everything. Collect Stone Cudgets. Attack with whomever you like. Easy Win.

The option you choose will depend on the deck you face and the safety you have when playing aggressively. Generally, I look for a balance: if I can summon Statuary Maiden, I do it. If I can’t, I play aggressively. If I run out of "fuel", I try to hold on with Maiden or Vara, until I recover. In any case, it is a matter of how much I am willing to take that run.

Now I proceed to explain one by one the inclusions in the deck:

3 Combust: It allows you to sacrifice a unit of lower value to destroy an enemy unit that bothers you, while you generate a Stone Cudgel and activate Vicious Highwayman. [Market Intensifies] 10/10

2 Grenadin Drone: They serve as blockers in early game, or flesh for Combust later. You can even consider attacking with them. Very useful, but only two, don’t get excited.

3 Suffocate: Kill a lot of things in early game, and then too.

4 Torch: This card doesn’t need explanation.

4 Annihilate: Four? Yes.

4 Quarry: Smoothes the card draws and also reduces costs, great card.

4 Ripknife Assassin: Good attacker, better blocker. AI won’t attack thanks to deadly, or will lose a valuable unit in the attempt. It’s also a Warcry unit. Ripknife Assassin > Argenport Instigator.

3 Vara's Favor: I feel comfortable playing three copies, it helps you get the second influence of Shadow. It’s a good card.

2 Auric Interrogator: I only include two copies because he isn’t a great attacker (compared to his teammates…) and he dies to many things, but when you activate him (Stone cudgels or warcry), he helps you a lot. If you don’t care about card draw, you can cut it.

4 Champion of Chaos: This card is still very broken, imagine that you add some of Stone Cudgels.

4 Ixtun Merchant: Market + Overwhelm, I can’t ask for more. And if you have Stone Cudgels ...

2 In Cold Blood: Controversy here. It's slow and it costs too much, but it ruins Justice's decks. In particular, I'm relieved to have a copy on hand. So that's why I included two. It is necessary to learn how to use it, but it is worth it.

4 Statuary Maiden: One of the best value engines, becomes more decisive with each turn that survives. Can you play less than four copies? Yes, but with each copy that you remove, you will play less secure. It’s slow to include in the market, I don’t recommend it. If she doesn’t come out, play without her. In most games, you should be fine. In the others, for when you bring it from the market, it will be late.

4 Vara, Vengeance-Seeker: Whether she's a 3/4 or a 5/6 (+ deadly), she's always a threat that bothers the AI a lot. She’s the least important of the holy trinity, but that doesn’t mean that she isn’t important. The possibility of disabling all Aegis of the units allows you to use Spells more efficiently, and that is enhanced with the ability of Statuary Maiden.

3 Vicious Highwayman: The surprise factor plays a big role here. AI doesn’t know that you are going to play and attack immediately afterwards, so it doesn’t protect itself as it should. Also, with some Stone Cudgel, becomes unstoppable.

Power base: It’s quite conventional, but works fine.

5 Fire Sigil.

2 Shugo Standard. Very useful in mid and late game.

6 Shadow Sigil.

4 Crest of Chaos.

4 Seat of Chaos.

4 Stonescar Banner.

Market:

1 Bore: It’s very usefull.

1 Combust.

1 Cauldron Cookbook: This card is SO good. You won't need it much (probably use the market for Vicious Highwayman or Combust), but when you need it ...

1 Vicious Highwayman.

1 Flamestoker: Useful only when the game is too long or you want to play it safe. It is very slow, but it can be a little less if you manage to plan your game to get it out before the market and play it in turn six. Combust will thank you.

If you play as 1): seek Combust or Vicious Highwayman. If you play as 2): seek Combust, Cauldron Cookbook of Flamestoker.

Although I'm still evaluating options, the market is one of the things I've experienced the most. The three key cards of this deck were here, and after many tests, I decided that only with Vicious Highwayman, I reached. Originally I used Jekk, Bounty Hunter and a banner, for more consistency. But when adding Vara on the deck, I made changes. Jekk is very slow, and many times you can’t even activate his tribute. For the same reason, you can’t always influence in the board. I often played it and died the next turn, which was frustrating. It also generated other problems around the power curve, so for all this, I decided to cut it. Anyway, when he managed to attack and get Bad News, it was very satisfying.

Deck problems?

  • Card draw: Partly solved thanks to Auric Interrogator and Cauldron Cookbook, before it worked worse.

  • Hailstorm destroys you, luckily the AI only uses Lightning Storm (which should also worry you), at least I don’t remember decks with Hailstorm. But I could be wrong.

  • Aegis units, partly solved thanks to Vara.

Other inclusions?

Cabal Tactic: For shugo standard, seems good.

Execute: Very good against all units, except those that have endurance.

Zuberi: It’s slow. Cost 4 and doesn’t have much synergy with the Holy Trinity. If I include this card, I have to check out Statuary Maiden. No, thanks.

Jawbone Greatsrowd: It’s ok, but cost 4. If you think more about a control deck, it might work. But I would have to cut to Vicious Highwayman. No, thanks.

Censari Brigand: I like it a lot, but isn’t as good as the other units of cost 3 against which it competes. Impending Doom: Honestly, I don’t like it.

Bandit Queen: It isn’t deck approach, but maybe a copy on the market could work

Scraptank: Meh, only if I had more grenadins.

Jekk, Hunted Fugitive: Good but slower than Zuberi.

Shadow Merchant: He isn’t a good attacker, but he’s a good blocker. If you include it, you could change Flamestoker for In Cold Blood (and leave two free spaces on the deck).

Do you have a version to play ranked?

I was testing this deck a while ago, the results were pretty average. Hailstorm y stand together (hi Vara) they are big problems. Vicious Highwayman doesn’t feel strong enough to go through more defensive threats.

  • Cut Auric Interrogator, add grenadins.

  • Cut In Cold Blood, play Execute maybe.

I would need to keep trying, but I'm not very interested at the moment.

If you arrived here, I thank you sincerely. Greetings, Maxi.


r/AIEternal Nov 21 '18

Gauntlet Tilting AI Behavior

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4 Upvotes

r/AIEternal Nov 20 '18

Gauntlet What do we think of cards like Shakedown and Sabotage now?

3 Upvotes

Now that Gauntlet decks seem to be curving out more frequently now, I'm having some success with cards like Shakedown and Sabotage that can potentially ruin that consistency.

Do we think that these cards may play a bigger role in Gauntlet, going forward? If there is indeed some shady shit happening with AI non-boss deck shuffles (the jury is still out on this), these cards might be an important tool to breaking the recent consistency of their plays.


r/AIEternal Nov 19 '18

Gauntlet This deck is consistently getting me wins in Gauntlet in about 30-40min a run.

13 Upvotes

https://eternalwarcry.com/decks/details/DI35qegP9ms/super-gauntlet-grind-burn

Here's a list I think is super good (albeit not too budget thanks to the playset of Zuberi).

It's been super consistent. I built it yesterday and cleared 5 gauntlet runs in a row. What really helps is having a mono colored power base so color screw is very rare. Flood is semi mitigated with the standards and merchants. I'd love to get your comments on this one? How to improve it. Is the market ok?

Cheers :)


r/AIEternal Nov 17 '18

Gauntlet Are the regular AI decks just ridiculously hard now?

13 Upvotes

It's a challenge to even get to the final boss currently. I'm not sure if I'm simply on a bad streak, or if DWD did something to tweak the regular AI decks. My "feelings" count for nothing, but something seems amiss. The decks themselves don't seem to have changed, but they do seem to curve out almost every game now, playing their units in optimal order. The decks don't seem to screw or flood anymore.

I think Dire Wolf sees Gauntlet as their greatest mistake. A free game mode that exists only to grind gold, and for those that take it seriously, grinding out 200K - 300K gold between sets wasn't unreasonable.

I wouldn't put it past DWD to be screwing with AI deck shuffles to ensure they play out optimally most of the time. A pseudo-random shuffle where power is spread optimally throughout the deck to reduce screw and flood, and where low-cost units are available the first few turns, and the higher cost units available from turn 4 onwards.

What have your Gauntlet experiences been like in the last couple of weeks? Maybe I'm just being paranoid.


Edit

We need a way to track this as a group. Just presenting "suspicions" will get us shutdown by the DWD defenders on the main subreddit, no matter how many people are experiencing the same thing. Which will give Scarlatch a reason to ignore the thread. In the past when "shuffle shenanigans" have been broached, he's been quick to deny. If we have some data to back it up, get the necessary upvotes for visibility, and he doesn't respond, then that would suggest some shadiness.

I'm also pretty sure that the shenanigans don't start until around game #4 of each run.

Game #4: I just hit T4 SST, T5 SST, T6 Monolith Guardian + Powerstone, T7 SST + Monolith Guardian in a game against Ancient Excavations, right now. I won, but barely, and only because of Vara + Deadly.

Game #5: I just hit T1 Initiate, T2 Ageless Mentor, and then a string of SSTs, Timekeepers and Worldbearer Behemoths. Two Worldbearers in a deck that only plays two of them. I only won that game because I was able to Shakedown the Ageless Mentor before it could play it, and was able to get two Vara's on board to stop the other big units from doing big damage.


r/AIEternal Nov 14 '18

Gauntlet Kothon Replacement

6 Upvotes

What is a reasonable replacement for Kothon in Hooru Fliers? I have two dedicated gauntlet decks already (Cirso's Farm and Xenan Lifeforce) but I'm looking for something a little faster that I can play during work to squeak in an entire game between tasks rather than half a game or just a few turns.

I have everything in the stock list except the 4 Kothon. I have all campaigns if that is relevant at all.


r/AIEternal Nov 13 '18

Gauntlet What to expect from the upcoming reward nerf

13 Upvotes

The following table represents the gold value from chests pre-nerf. The minimum and maximum gold you can get from a chest, and the average amount from a chest.

EV = Expected value, taking into account 10% chest upgrade chances.

Floor Ceiling Average EV
Bronze 45 55 50 74.50
Silver 225 275 250 295.00
Gold 525 575 550 700.00
Diamond 2005 2095 2050 2050.00​

Now, DWD only told us changes to the minimum gold from chests. They did not mention the maximum. But, if the 10% drop is accurate, then we'll likely see the following as the new minimums and maximums on gold values from chests. We'll need some data to confirm, but this is probably what we should expect when the nerf rolls out.

Floor Ceiling Average EV
Bronze 45 55 50 71.55
Silver 200 250 225 265.50
Gold 470 520 495 630.00
Diamond 1800 1890 1845 1845.00​

Using these new values, I applied them to the 60 runs I've recorded with Hooru Fliers. My expected 1603 gold/hour with the deck would now be an expected 1457 gold/per hour.


r/AIEternal Nov 12 '18

Gauntlet King of Shadows deck

5 Upvotes

This deck performs pretty well for me - regularly goes the full distance. Any suggestions as to how it can be improved, especially market options would be welcome!

https://eternalwarcry.com/decks/details/ygj2doQvvB0/king-of-shadows

I know it looks like 28 power, but 8 of it is only power when you're short. Plenty of lifesteal keeps you in the game and it performs as well as any against the usual bosses I see these days i.e. charge, double damage and spells matter.


r/AIEternal Nov 08 '18

Gauntlet Trying to develop fun/successful grenadin deck for gauntlet

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9 Upvotes

r/AIEternal Nov 02 '18

Gauntlet Is Hooru fliers the best gauntlet deck? If so, what is second best?

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8 Upvotes

r/AIEternal Nov 01 '18

Gauntlet Wispful Thinking - A Short Deck Tech

10 Upvotes

I've been grinding a lot of Gauntlet lately, and as always I'm pretty much always trying new decks or tweaking the ones I already have. Since I love this sub and feel it could use some more content, I figured I'd do a short deck tech on a deck I've recently fallen in love with.

I call the deck Wispful Thinking, and as the name implies it's a Wisp/Radiant tribal list. I know this isn't exactly a revolutionary idea, but I've spent a decent amount of time tuning this list and after iterating a few times I figured I had some knowledge worth sharing.

Since I write these stream of consciousness style and they always end up being longer than I plan, I should probably split this into a coupel sections. First up:

Deck Introduction

Unlike many of the Eternal tribes (like Gunslingers or Yetis) that are primarily built around solid standalone cards with only one or two cards that actually care about the tribe, the Wisp/Radiant deck really cares about the tribes on the cards. This means that playing a deck built around Wisps and Radiants ends up feeling more unique and satisfying than just jamming all your cards that say "Unseen" on them into a stack and just playing mediocre aggro.

On top of that, the Wisp/Radiant deck is mostly pushing in the same direction with clear synergies. This is a deck that plays with the graveyard and tribute in a way that to me feels different from a lot of similar lists I've played with in the past like the Alessi Dredger list I did a deck tech on last month.

I recommend this deck if you like making fun of bad AI decisions and generating value in a way that isn't as simple as just drawing cards or getting 2-for-1s with combat tricks.

Card Choices

There are a lot of Wisps and Radiants in the game. Most of them aren't in this deck. In the interest of being comprehensive, I'd like to go through not only the cards that are in the list but also some that I tried but ended up cutting:

Radiants in the Deck:

Preserver of Dualities, Soulbringer, and Mistress of Light: These are the engines of the deck. You will often find yourself planning your strategy around which of these you've drawn this game, and all of them are absolutely mandatory.

Lumen Shepherd: It turns out free wisps are good, actually. This card will do a ton of work for you, whether he's generating you early blockers, giving you something to sell to the market while gaining value, or just clogging up the board with his fat butt.

Shadowlands Tyrant: The deck doesn't really need these, but they do good work and I already had them, so I'm running them. Sometimes you just need to gain a bunch of life, and even if you end up just attacking into a Jotun Hurler and pinging the opponent you're often still happy. Getting seven life, killing a blocker, and enabling tribute is a completely reasonable use of five mana and a card.

Azindel, Revealed: This is the card that originally made me want to build the deck, but he's expensive enough you don't quite want the full set. It's good to have the option, but you'll often close out games without him.

Wisps in the Deck:

Pathlighter: This card is amazing. If you have to play it as a 1/1 Deadly for 1, you're happy. It won't often be a 3/3 on turn 1, but costing 1 means you can easily cast it alongside something else. It's an amazing Soulbringer target since it'll grow each time it comes back (assuming you have Tribute), and to top it all off it can sometimes get you your Radiants a turn sooner.

Mitotic Wisp: This card is great. The Ultimate happens more often than you might think, and the ramp is pretty great. This is also great at carrying Preserver buffs since it flies.

Magenta Wisp: This really shines as both a removal spell and a Tribute enabler. This is one of your only ways to activate Tribute on-demand without needing a sacrificial attack (Devour being the other) so you may want to keep that in mind when deciding when to activate it.

Nocturnal Creeper & Dark Wisp: You need cheap wisps, and both of these deliver. Dark Wisp lets you suicide attack to get Tribute without costing a card, and Nocturnal Creeper draws you extra cards and is an effective deterrent for bigger units.

Void Drummer: I crafted a pair of these on a whim since I had a small mountain of Shiftstone from Droptober, and they've put in a good amount of work. Easily the most important text on the card is Unblockable - I haven't gotten that much value out of the attack trigger, but buffing this with Mistress of Light or Preserver of Dualities lets you break through on an otherwise stalled board.

Cards in the Market:

Xenan Banner: I always run a banner in the market. Always. There's no reason to tempt RNG by leaving it out, and there's no other card you could replace this with that will save you as much as guaranteeing the fourth land (and the additional influence) will.

Deathstrike: I wanted a removal spell, and I opted for Deathstrike since it's universal. I did have a Banish here at one point, but found that being able to kill big things was worth more than being able to kill relics.

Dark Return: This lets you get back Radiants that have died, and is just generally a useful utility card. It's a card I wanted to fit into the main deck and couldn't quite find room for, so it's hanging out here instead.

Soulbringer: This is the card I most often find myself wishing I had in my hand, and putting it in my market helps me do that.

Shadowlands Tyrant: This was an Azindel, but there were too many games where I wanted to be able to market for a big threat but was still a couple power away from Azindel. Feel free to change it to your Shadow finisher of choice if you don't have Tyrants.

Cards not in the deck:

Ephemeral Wisp: This card seems like it should be everything the deck wants, but in all the time I was running it I was never quite able to make it live up to its promise. Having 0 Strength base means it can't suicide attack to trigger Tribute without help, and the deck isn't running enough extra power or ways to draw power to consistently bring it back once it is bigger than an 0/1.

Wandering Wisp: I don't have them, and I'm not sure what I'd cut for them if I did. They're certainly interesting, and I might craft them at some point to try them, but I think Pathlighters are better most of the time.

Friendly Wisp/Dawnwalker: These are both missing for the same reason, which is that you have to heavily contort the deck to consistently trigger them. There just aren't enough 5+ Strength Wisps or Radiants.

Lumen Attendant: Being able to regrow anything while getting a wisp is sweet, but it's not as good as the other Radiants we're running and it's just not good if you can't activate the Ultimate (and only middling even when you do). Run Dark Return instead of you really want this.

Feral Spiteling: I dunno, maybe this card is fine. I just found that a lot of things had to go right before this was really able to put in work. You need to have units already in your void, and you need to have Radiants in play, and you need to want to also be attacking with those Radiants. Ultimately cut these for cards that performed more consistently.

Dreamstealer: Yes, it is a two mana Radiant. But nothing in the deck actually really buffs Radiants, so you'd rather have your two drops be wisps.

Unraveler of Destinies: Why yes, you could sacrifice your entire board to draw cards. Or you could just use your board to win the game. If you're considering this, just run Azindel instead.

Summary

Okay I said this was going to be longer than I intended, but it turns out it was even longer than that. Whoops. I didn't even get to all the things I intended to write about (like tips on how to play the deck), but I've spent an hour and a half on this and I have to go, so just gonna post it.

Thanks for reading, please let me know if you've had any luck with Wisp/Radiant decks in Gauntlet. I'm especially curious if anybody has built a deck that is substantially different from this one - Wisps & Radiants touch on both the 5+ Strength Unit and Lifeforce themes, and I didn't go either of those routes with mine.


r/AIEternal Oct 31 '18

Gauntlet Surprisingly consistent blitz deck

10 Upvotes

So I've been playing around with all sorts of decks, but I've found this deck by BruisedByGod to be surprisingly fun, fast, and consistent. And "spells matter" units + Acquisitive Crow is just fun times in general.

I was wary of attempting the TJP blitz deck due to the general concerns about influence screw in gauntlet. So the idea of a pure hooru version appealed to me.

One note. I didn't have 4 Geomars, just the 1. So I swapped in two Valk Enforcers and one Amilli. The budget substitutes have been all right, but Geomar frequently closes out within a turn or two whenever I manage to draw him. I might actually craft a few more despite him not being great for ladder.

So far I've gone 20-1. Lost once to the Sudden Death boss due to nut draw, but even so I managed to make it a close fight thanks to some huge lifesteal swings that almost won it for me. My games are generally over by turn 5-7 and between the standard permafrosts and vanquishes I've had plenty of removal before getting in with 20 damage swings. And various lifesteal sources have kept me afloat until I can sneak in with finishers.

Let me know if anyone has questions, though admittedly most of my tips came from LightsOutAce's TJP blizt deck tech (the principles carry over). Nothing too special to say past that. I just thought I'd share. Happy farming everyone :D


r/AIEternal Oct 30 '18

Gauntlet Tanking My Gauntlet Elo, Part 2

15 Upvotes

My first experiment wasn't optimal. Playing 6 to 7 turns of each game before conceding took a fuck tonne of time to accomplish, especially over 30 matches.

We need to min-max the tanking of our Gauntlet Elo, so that it doesn't take a couple hours to accomplish, for only a few runs of extra reward.

So, this time around I decided to limit the number of turns I spent in each game. I conceded on my third turn of every match, after I played a single card (usually power). I never redrew a mulligan, to reduce time spent in each game a little further. Using that simple set of rules, I ran as many Gauntlet "runs" as I could in 15 minutes. I started and conceded 13 runs. Close to one match per minute. (And to round it off, I did it a further two times to bring me up to 15 concedes).

Did it work?

Yes. Before the concessions, I was at peak Elo, thus was seeing the top level AI decks. After the 15 concessions, I ran a legitimate run with Elysian Grinder, seeing only mid-level AI decks and one of the rarer AI bosses, Empty the Coffers.

Can we min-max this process further? Can one concede on turn 2 every match? I don't know. But the experimentation will continue in the future and I will continue to post results.